Ok so I have played with this in a live map with no console cheats for several days. Fantastic as always, but if you wouldn't mind some minor critique, I made a few notes.BHakluyt wrote: ↑Tue Jan 21, 2020 9:51 pmThanks a lot Xaosmaster! But please do post them, even here is fine with me. I'd love to see some different ideas and like I said above, the original idea and credit to the mall belongs to Oozenthor.Xaosmaster wrote: ↑Sun Jan 19, 2020 11:43 am It has actually inspired me to build my own. I wanted to make a version of this that is tiered and can be used throughout the whole game. So I started grabbing pieces of it as separate blueprints and am trying to work them into a new game. It's just for my own purpose, though, so I won't post it anywhere.
With the update of 0.18 dropping today, I don't see any recipe changes, so my updated mall should work fine. Stress tested it for 10 hours too, still 73 SPM output. Since I don't have access to wifi for still a few days, the blueprint might read v0.17 still, but the above mentioned recipes has been fixed.
Would you kindly please let me know if you find any issues or have any other suggestions. Here it is...
1. Fluid production is a bit starved. Even with 2 trains running oil, and all the tanks consistently hovering near 25K, the factory struggles to produce fluids and fluid products. I'm sure that once everything buffers it might get better (though after 15 hours of gameplay, this still hasn't happened so I'm not sure how long it will take to buffer everything). Low fluid means low red circuit production. Which leads to a bottleneck for everything that needs red circuits. Of course I don't have all the modules installed yet, because lvl 3 modules are not being produced very often due to low red circuit production. Everything else that needs fluid input seems to be in a similar situation, i.e. Blue belt system, rocket fuel, etc. Fluid shortage.
Full belts and oil 25K still can't make enough red circuits:
https://imgur.com/5gjeYMd
https://imgur.com/kYlDTx9
(the missing items on the map are modules and concrete only)
2. After trying to decode the circuit network for nuclear power, I'm at a loss. I'm not sure how to turn it on. I can't seem to get the reactors fed even though I have plenty of fuel. Is there some trick to turning that on? The inserters are looking for "Green Signal" to be 12K. Current signal seems to read Green Signal = -12k.
Ideas & Suggestions:
If you ever feel the ambition to make a version 2.0, might I suggest a few things?
1. Modularize. I would turn this into a book with the mall broken into sections. It is a lot easier to paste over smaller sections than to try and line up the whole mall (as others stated above). You could have 1 blueprint as the template, which would contain the overall shape with walls, inputs/outputs and sections on the ground to show where the pieces (production blocks) fit in.
2. Tier. This is obviously not an early game schematic, but there should be some consistency in regards to what level of the game it should be used. There are 3 tiers of items interwoven throughout the blueprint (yellow, red, and blue belts, all 3 level of assembler, inserters...). Unless underground threading is specifically needed (which it is in several places), I think you should stick with red belts, level 2 assemblers. That way this can be a mid game blueprint (which is the part of the game that this blueprint starts to shine). Avoid beacons (leave a space for them) and pre-inserted modules. This (module placement) is something that most can figure out (and definitely should know) on their own. The main issue I have with the pre-loaded module schematic is that the blue triangle icon that is placed over the top of the assembler prevents me from seeing what the assembler is supposed to be making.
3. Some explanation for some of the gadgets would be helpful. I see there is some sort of clock in the mega blueprint, but not sure how to set it (Or of it is not a clock, what is it supposed to be displaying?). Maybe some info on all the various circuit conditions. Again there seems to be not much consistency with these either. In some places, there are circuits in place to limit item production. Others there is none and it just produces items until the chest is full.
4. (mega blueprint) Train setup. I think it would be better to have the trains come in on one side and leave on the opposite. Having them both come in from the top makes it difficult to try and figure out where the in and out rails need to go when I'm setting up my ore stations. This was by far the biggest setup headache with this blueprint. Maybe have them come in from the top and leave from the bottom. I actually re-did this on my game to make it easier on my sanity lol. It wasn't long before I discovered that the incredibly complex rail roundabout-junctions don't let the tracks cross. You are stuck to either the inside lanes or the outside. I get that this is to accommodate the pax system, but, to me, ore/oil setup is much more important to that.
Overall, as I've told you before, kudos on this as this is my new favorite toy. Appreciate your hard work.